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Physics Components

Physics components make objects interact with the physical world - falling with gravity, bouncing off surfaces, and connecting to each other with joints.


Rigidbody component properties

🏷️ Category: Physics

💡 Simple Explanation: Makes an object obey physics - it can fall, bounce, and be pushed around.

⚙️ Technical Description: Adds physics simulation to a scene object, enabling gravity, mass-based forces, velocity, and collision responses through the physics engine.

📖 Full Details & Properties

🔧 How It Works: When you add a Rigidbody, the physics engine takes control of the object’s movement. It will fall due to gravity, respond to forces and collisions, and interact with other physics objects. For the object to collide with things, it also needs a Collider component.

Perfect For:

  • Falling objects (donations dropping)
  • Throwable items
  • Physics-based animations
  • Realistic object interactions

📋 Properties:

PropertyTypeDescription
MassFloatWeight of the object (affects forces and collisions)
DragFloatAir resistance slowing linear movement
Angular DragFloatResistance slowing rotation
Use GravityBooleanWhether gravity affects this object
Is KinematicBooleanIf true, physics doesn’t move it (but it can push others)
InterpolateDropdownSmoothing mode for visual movement
Collision DetectionDropdownDetection method (Discrete or Continuous)
ConstraintsCheckboxesLock position or rotation on specific axes

🎬 Streaming Example: “Make donation alerts fall from the top of screen and bounce around before settling.”

🎯 Tips: Use Is Kinematic when you want to move objects with animations but still have them push physics objects. Set Use Gravity to false for floating objects that still respond to forces. Higher Mass means more force needed to move it.


Colliders define the shape used for collision detection. An object needs both a Rigidbody (for physics movement) and a Collider (for collision shape) to fully participate in physics.


Collider outline visible in scene

🏷️ Category: Physics

💡 Simple Explanation: A box-shaped collision zone - objects bounce off it like hitting a wall.

⚙️ Technical Description: An axis-aligned box primitive for collision detection, defined by center offset and size dimensions.

📖 Full Details & Properties

🔧 How It Works: Creates an invisible box around (or inside) your object that other physics objects can collide with. The box doesn’t rotate with complex shapes - it stays aligned to the world axes, making it very fast for the physics engine to calculate.

Perfect For:

  • Walls and floors
  • Simple rectangular objects
  • Bounding boxes for complex objects
  • Trigger zones

📋 Properties:

PropertyTypeDescription
Is TriggerBooleanIf true, detects overlaps but doesn’t block movement
MaterialPhysics MaterialSurface properties (bounciness, friction)
CenterVector3Offset from object’s origin
SizeVector3Dimensions of the box (X, Y, Z)

🎬 Streaming Example: “Create invisible walls to keep bouncing donation objects inside the screen area.”

🎯 Tips: Enable Is Trigger to detect when objects enter a zone without blocking them - great for triggering events. Use a Physics Material with high bounciness for bouncy surfaces.


🏷️ Category: Physics

💡 Simple Explanation: A ball-shaped collision zone - perfect for round objects.

⚙️ Technical Description: A spherical primitive for collision detection, defined by center offset and radius.

📖 Full Details & Properties

🔧 How It Works: Creates an invisible sphere for collision detection. Sphere colliders are the fastest to calculate, making them ideal for performance-critical scenarios or when you have many physics objects.

Perfect For:

  • Balls and round objects
  • Character capsules (combined with Capsule Collider)
  • Simplified collision for complex round shapes
  • Fast trigger zones

📋 Properties:

PropertyTypeDescription
Is TriggerBooleanIf true, detects overlaps but doesn’t block movement
MaterialPhysics MaterialSurface properties (bounciness, friction)
CenterVector3Offset from object’s origin
RadiusFloatSize of the sphere

🎬 Streaming Example: “Use sphere colliders on bouncing ball alerts for realistic rolling and bouncing physics.”

🎯 Tips: Sphere colliders roll naturally on surfaces. They’re also great for approximate collision on complex objects when exact shapes aren’t needed.


🏷️ Category: Physics

💡 Simple Explanation: A pill-shaped collision zone - great for characters and cylinders.

⚙️ Technical Description: A capsule primitive (cylinder with hemispherical caps) for collision detection, defined by center, radius, height, and orientation axis.

📖 Full Details & Properties

🔧 How It Works: Creates a pill/capsule shape - essentially a cylinder with rounded ends. This shape is excellent for characters because it slides smoothly along surfaces and doesn’t catch on edges like a box would.

Perfect For:

  • Characters and avatars
  • Bottles and cylindrical objects
  • Standing objects that need to tip over smoothly
  • Smooth-sliding objects

📋 Properties:

PropertyTypeDescription
Is TriggerBooleanIf true, detects overlaps but doesn’t block movement
MaterialPhysics MaterialSurface properties (bounciness, friction)
CenterVector3Offset from object’s origin
RadiusFloatRadius of the capsule
HeightFloatTotal height including rounded caps
DirectionDropdownOrientation axis (X, Y, or Z)

🎬 Streaming Example: “Give your animated mascot a capsule collider so it bounces off walls smoothly without getting stuck on corners.”

🎯 Tips: The Height includes the hemispherical caps - the cylindrical portion is Height - (2 * Radius). Set Direction to Y-Axis for upright characters.


🏷️ Category: Physics

💡 Simple Explanation: Uses the object’s actual 3D shape for collision - most accurate but slowest.

⚙️ Technical Description: Uses arbitrary mesh geometry for collision detection, with optional convex hull simplification for Rigidbody compatibility.

📖 Full Details & Properties

🔧 How It Works: Instead of a simple shape, the Mesh Collider uses the actual geometry of a mesh for collision. This gives pixel-perfect collision detection but is much more expensive to calculate. For objects with a Rigidbody, the mesh must be marked as Convex (simplified to a convex hull).

Perfect For:

  • Static environment geometry (walls, floors, terrain)
  • Complex shapes where simple colliders aren’t accurate enough
  • Detailed collision on important objects

📋 Properties:

PropertyTypeDescription
Is TriggerBooleanIf true, detects overlaps but doesn’t block movement
MaterialPhysics MaterialSurface properties (bounciness, friction)
MeshMeshThe mesh to use for collision
ConvexBooleanSimplify to convex hull (required for Rigidbody)

🎬 Streaming Example: “Use mesh colliders on your detailed virtual set pieces so objects bounce off them accurately.”

🎯 Tips: Use simple colliders (Box, Sphere, Capsule) whenever possible - they’re much faster. Only use Mesh Collider when accuracy is essential. Non-convex mesh colliders can’t be used on objects with Rigidbody.


Joints connect two objects together, constraining how they can move relative to each other. At least one of the connected objects must have a Rigidbody.


Two objects connected by a joint

🏷️ Category: Physics

💡 Simple Explanation: Welds two objects together so they move as one piece.

⚙️ Technical Description: A joint that rigidly connects two Rigidbodies, maintaining their relative positions and rotations until broken by sufficient force.

📖 Full Details & Properties

🔧 How It Works: Fixed joints act like a weld - the connected objects move together as if they were one solid piece. However, unlike parenting, they’re still separate physics objects and can break apart if enough force is applied.

Perfect For:

  • Breakable connections
  • Temporary attachments
  • Stacking objects that can collapse
  • “Glued” objects that break on impact

📋 Properties:

PropertyTypeDescription
Connected BodyRigidbodyThe other object to connect to
Break ForceFloatForce required to break the joint (Infinity = unbreakable)
Break TorqueFloatRotational force required to break the joint

🎬 Streaming Example: “Stack donation boxes that break apart dramatically when something hits them.”

🎯 Tips: Set Break Force and Break Torque to Infinity for permanent connections. Lower values create more fragile connections that break easily.


🏷️ Category: Physics

💡 Simple Explanation: Creates a rotating connection like a door hinge or wheel axle.

⚙️ Technical Description: A joint that constrains two Rigidbodies to rotate around a shared axis, with optional angle limits, spring behavior, and motor force.

📖 Full Details & Properties

🔧 How It Works: Hinge joints allow rotation around a single axis, like a door on its hinges. You can limit the rotation angle, add spring resistance, or apply a motor to automatically rotate the joint.

Perfect For:

  • Doors and gates
  • Swinging signs
  • Pendulums
  • Wheels and propellers
  • Flapping elements

📋 Properties:

PropertyTypeDescription
Connected BodyRigidbodyThe other object to connect to
AnchorVector3Position of the hinge pivot point
AxisVector3Direction of the rotation axis
Use SpringBooleanEnable spring behavior
SpringSettingsSpring force and damper values
Use MotorBooleanEnable automatic rotation
MotorSettingsTarget velocity and force
Use LimitsBooleanEnable rotation limits
LimitsSettingsMinimum and maximum angles

🎬 Streaming Example: “Create a spinning wheel of fortune that viewers can trigger with donations.”

🎯 Tips: Use Motor with a target velocity to create continuously spinning objects. Enable Use Limits for doors that should only swing open so far. The Spring setting makes the joint bounce back to a rest position.


🏷️ Category: Physics

💡 Simple Explanation: Creates a stretchy, elastic connection like a bungee cord or rubber band.

⚙️ Technical Description: A joint that connects two Rigidbodies with spring-like behavior, allowing stretching and compression with configurable spring strength and distance limits.

📖 Full Details & Properties

🔧 How It Works: Spring joints create an elastic connection between objects. They try to maintain a rest distance, but can stretch or compress. The connected objects will oscillate and bounce before settling, like objects connected by a spring or rubber band.

Perfect For:

  • Bouncy connections
  • Elastic ropes and chains
  • Wobbly attachments
  • Suspension effects
  • Jiggly connections

📋 Properties:

PropertyTypeDescription
Connected BodyRigidbodyThe other object to connect to
AnchorVector3Connection point on this object
Connected AnchorVector3Connection point on the other object
SpringFloatSpring strength (higher = stiffer)
DamperFloatDampening (higher = less oscillation)
Min DistanceFloatMinimum stretch distance
Max DistanceFloatMaximum stretch distance

🎬 Streaming Example: “Hang donation alerts from springs so they bounce and wobble when they appear.”

🎯 Tips: Higher Spring values make stiffer connections. Higher Damper values reduce bouncing. Set Min Distance and Max Distance to limit how far the spring can stretch or compress.